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Mass Effect 3 - High-Resolution Project / Texplorer


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#301
Ottemis

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saltisgood wrote...

7. Some NPCs (Ottemis' look pretty good. I hadn't realised you'd done so many!)
8. If I've got time then some armours as well


Yeah I don't think I had a lot of exposure, I started out in the Femshep thread, and stayed pretty isolated in projects and the group till I poked my head into Smartech's thread trying to get some more exposure. (plus being restricted to Femshep so long, I was popular with the underdog/current, so to speak =P)
If you're going to use my tpf's, wait till last, I'm actively updating that one inbetween other stuff, it's convievable the completed list will grow soon enough. Working on salarians atm, one of two outfits that re-occurs alot on the Citadel. Seeing NPC's 'rotate' through appearance/race and clothing, I seriously plan on doing them all.
Not trying to stop you or anything, just don't want to cause more work later =o

Also yes, point 8, I'm doing all sets for both genders. Three released as .mod's atm. Have a look if you want, if you like them.

Put up my own thread now, seeing I'm pushing out a decent amount of .MOD's now with Didact's help.
HR Textures by Ottemis
I'll go poke around on the ME3 Explorer forums later today too I suppose.

Modifié par Ottemis, 14 mars 2013 - 01:51 .


#302
Jezehbell

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The next pack is awesome.

And what about the textures of the Citadel and some crappy environnements ?

#303
MACharlie1

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PKchu wrote...

Also this version of Garrus just came out, and I think it looks better than Smarteck's personally. If it's possible to add it to the switcher, I think it's a good option.

And this is probably overly optimistic on my part, but I really think this more robotic and glowing EDI made from unusued stuff on the spec map* looks really cool and stylized and would be really cool as an optional switch. But my like for that mod is probably a minority opinion.

Beyond that, yeah, agree with Peggster Ash/Kaidan/EDI would be good. ...I do think no one has done Ash's default though. I remember there being some weird thing not done on Ash. Maybe the casualish outfit on the Citadel? Dunno.

* That's my understanding, that it was cut content.

I happen to like that mod too. :lol:

#304
ElectronicPostingInterface

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MACharlie1 wrote...
I happen to like that mod too. :lol:

I have no idea *why* you'd feel that way <_<...

Modifié par PKchu, 14 mars 2013 - 05:13 .


#305
MACharlie1

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PKchu wrote...

MACharlie1 wrote...
I happen to like that mod too. :lol:

I have no idea *why* you'd feel that way <_<...

No clue myself. 

But in all seriousness, I wish someone would have told me sooner that the file size should have been reduced. :?

#306
ElectronicPostingInterface

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Yeah, I noticed that...what, in September when you posted it?

Fixed it for myself and never said anything. Er. Oops. <_<;;

#307
Jezehbell

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Wow EDI (IDA in french) looks amazing.


Nice work MACharlie1 !

#308
Jezehbell

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Mmh... I've got an error on texplorer when i want to replace the face texture of Saren. Texplorer says : "image 4x2 isn't valid, must be 4096x2048"...

Any idea ?

#309
Catechrism

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This is fixed in the latest svn ME1 explorer is not quite complete (meaning error free) but very close thanks to saltisgood read on here: link

Fog.gene and myself have been testing and reporting errors to saltisgood and the progress can be tracked at the link above.

Modifié par CDAMJC, 14 mars 2013 - 09:58 .


#310
Motoko k

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saltisgood wrote...

Question to anyone reading: If you could have 6 new mods in the next release what would you want them to be?


Face textures for Sheps would be nice, Kani Hime has some great ones here

nerdykani.blogspot.ru/2012/12/me3-femshep-high-quality-textures.html

also just wanted to say thanks so much for the texplorer, it is a much better method than the clunky texmod so hopefully more people make use of it.

#311
someone else

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Now that *.mod files seem to be proliferating (at last) is there any issue installing a new mod over an old one?

#312
MACharlie1

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someone else wrote...

Now that *.mod files seem to be proliferating (at last) is there any issue installing a new mod over an old one?

I have encountered a minor issue when you run saltisgood's mod and then run another mod over one of the modified textures. Like I had smartecks installed via the installer and then installed Ottemis' with the Explorer. The issue arises during close ups: it is retaining smartecks but has Ottemis during other shots. 

#313
Didact2401

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Yeah, you want to start clean. Conflicted mods will mess things up depending on which levels are replaced.

#314
saltisgood

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MACharlie1 wrote...

someone else wrote...

Now that *.mod files seem to be proliferating (at last) is there any issue installing a new mod over an old one?

I have encountered a minor issue when you run saltisgood's mod and then run another mod over one of the modified textures. Like I had smartecks installed via the installer and then installed Ottemis' with the Explorer. The issue arises during close ups: it is retaining smartecks but has Ottemis during other shots. 

Oh really? Could you tell me what mod you were using? From your description I think I know what's happening and if so it's not a bug but I'd like to make sure.

Now to answer the above question, in theory there shouldn't be any compatibility issues except for one caveat. If you use any tool apart from the Texplorer to mod or even save an already modded file, then you won't be able to use the Switcher for any texture that uses that file. It won't remove the mod though, you just can't change it. That's because the default saving in ME3Explorer removes the hidden information that the Switcher leaves in the file. The Texplorer uses a different saving method and so you can probably get away with it.

The only other issue is what I suspect is happening to you MACharlie1. If, for instance, my mod installs a 4K texture and then you use a 2K texture in the Texplorer, then the program will replace all the levels at or below 2K but leave the 4K untouched. Hence it will look correct from a distance, but when you get really close it will revert to the original mod. You can fix it by using the remove top texture function.

------------------------------------------------
Whilst I'm here, a quick update for you guys. I've found, named and correctly converted all the textures for the next patch. The raw files will have the same names that are used in-game, so you can quickly look them up if you like. I'm about to add some extra code to hopefully handle localisation differences to the patcher. That should allow any of you without an English installation to correctly install the patch. Since I can't really test it though, I'll just have to hope it works correctly for you. Once that's done that will become the first full version of the MK2 V1 patch.

At that point I'll get to making MK2 V2 patch, which should be fairly smooth. Here's the final list of textures included in V2:
1. Ottemis' Full Kassa Armour Set (Male and Female)
2. Ottemis' Full Rosenkov Armour Set (Male and Female)
3. DeadMeat's Ash Primary Armour
4. MACharlie1's Default EDI (if that's okay with you mate)
5. smarteck's Kaidan Primary Armour
6. smarteck's new Miranda Appearance
7. Ottemis' Human NPC Fatigues (Male and Female)
8. 2 versions of N7Calibrator's FemShep Dress
9. The Darkest Soul's Council and NPC Set (pending mod maker's approval)
10. smarteck's Kodiak Textures (inside and outside, plus holograms)
11. smarteck's Normandy Exterior
12. smarteck's Normandy Interior (all textures included except for the lightmap textures)
13. smarteck's Doors

You'll find that the environmentals crop up in a lot of places, so don't expect them to only work in the Normandy.

#315
MACharlie1

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saltisgood wrote...

MACharlie1 wrote...

someone else wrote...

Now that *.mod files seem to be proliferating (at last) is there any issue installing a new mod over an old one?

I have encountered a minor issue when you run saltisgood's mod and then run another mod over one of the modified textures. Like I had smartecks installed via the installer and then installed Ottemis' with the Explorer. The issue arises during close ups: it is retaining smartecks but has Ottemis during other shots. 

Oh really? Could you tell me what mod you were using? From your description I think I know what's happening and if so it's not a bug but I'd like to make sure.

Now to answer the above question, in theory there shouldn't be any compatibility issues except for one caveat. If you use any tool apart from the Texplorer to mod or even save an already modded file, then you won't be able to use the Switcher for any texture that uses that file. It won't remove the mod though, you just can't change it. That's because the default saving in ME3Explorer removes the hidden information that the Switcher leaves in the file. The Texplorer uses a different saving method and so you can probably get away with it.

The only other issue is what I suspect is happening to you MACharlie1. If, for instance, my mod installs a 4K texture and then you use a 2K texture in the Texplorer, then the program will replace all the levels at or below 2K but leave the 4K untouched. Hence it will look correct from a distance, but when you get really close it will revert to the original mod. You can fix it by using the remove top texture function.

------------------------------------------------
Whilst I'm here, a quick update for you guys. I've found, named and correctly converted all the textures for the next patch. The raw files will have the same names that are used in-game, so you can quickly look them up if you like. I'm about to add some extra code to hopefully handle localisation differences to the patcher. That should allow any of you without an English installation to correctly install the patch. Since I can't really test it though, I'll just have to hope it works correctly for you. Once that's done that will become the first full version of the MK2 V1 patch.

At that point I'll get to making MK2 V2 patch, which should be fairly smooth. Here's the final list of textures included in V2:
1. Ottemis' Full Kassa Armour Set (Male and Female)
2. Ottemis' Full Rosenkov Armour Set (Male and Female)
3. DeadMeat's Ash Primary Armour
4. MACharlie1's Default EDI (if that's okay with you mate)
5. smarteck's Kaidan Primary Armour
6. smarteck's new Miranda Appearance
7. Ottemis' Human NPC Fatigues (Male and Female)
8. 2 versions of N7Calibrator's FemShep Dress
9. The Darkest Soul's Council and NPC Set (pending mod maker's approval)
10. smarteck's Kodiak Textures (inside and outside, plus holograms)
11. smarteck's Normandy Exterior
12. smarteck's Normandy Interior (all textures included except for the lightmap textures)
13. smarteck's Doors

You'll find that the environmentals crop up in a lot of places, so don't expect them to only work in the Normandy.

I was using Ottemis' casual fatigues mod for Shepard - the default one against smartecks. The blue trim would be there for the far away and the gold trim would show up for close ups. I wasn't using the texexplorer but just the Mod Maker loading/installation feature. I didn't test it against the N7 pieces though so it's most likely the latter since what little I did see, I wasn't having the same issue.

So to clarify: if we want to use a mod outside the Switcher, it would be best to install that mod first before installing an update that includes the texture in question or after? Or would we just use the switcher, switch it to Default and then install the other texture? 

Yes - please use my EDI! And also, while your installing Miranda and the default casual outfit, think you can squeeze JeanLucs and Ottemis' (and maybe his N7 pieces...) in there? ;-) 

Modifié par MACharlie1, 16 mars 2013 - 05:15 .


#316
peggster

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Sounds great Salt, as a side note has the 2GB limit for Texplorer been amended yet?

#317
MrDbow

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MACharlie1 wrote...

Yes - please use my EDI! And also, while your installing Miranda and the default casual outfit, think you can squeeze JeanLucs and Ottemis' (and maybe his N7 pieces...) in there? ;-) 


I would like to say very much yes to more JeanLuc and Ottemis work.  Especially in regards to Miranda's texture.  JeanLuc has always done Miranda's texture the best service.

I actually use JeanLuc's ALT appearance for Miranda as her "default" look, but that is just me.  Probably would need his permission of course.

Image IPB

Modifié par MrDbow, 16 mars 2013 - 05:35 .


#318
Tarkov33

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@MrDbow: I use her alt appearance too, the texture work is just amazing on it! and makes way more sense than her wearing the same Cerberus getup

#319
saltisgood

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Alright, you guys have convinced me. I'll throw in Jean-Luc's alt appearance for Miranda at no extra cost!

But seriously that's the limit then. I think this next patch is already over 600MB uncompressed...

@MACharlie1: I double checked and Ottemis' mod is 2K whereas smarteck's is 4K. So it's not a bug but rather an issue of 2 mods with different resolutions. As I said before, you can use the remove top texture function to fix your problem.

#320
PolBear

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Can't wait :D

#321
someone else

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**doubledoublepostpost*

Modifié par someone else, 16 mars 2013 - 12:58 .


#322
someone else

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Thanks - glad I asked. Great news from Salt - ditto above. eta?

Separate compatibility question - would church071's ashley bun mod screw any of this up? that mod requires changes to the mesh in PCConsoleTOC.bin? - in addition to a tpf...

Modifié par someone else, 16 mars 2013 - 12:58 .


#323
Jezehbell

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CDAMJC wrote...

This is fixed in the latest svn ME1 explorer is not quite complete (meaning error free) but very close thanks to saltisgood read on here: link

Fog.gene and myself have been testing and reporting errors to saltisgood and the progress can be tracked at the link above.





Okay, so I have to download the lastest version, right ?

#324
saltisgood

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someone else wrote...

Thanks - glad I asked. Great news from Salt - ditto above. eta?

Separate
compatibility question - would church071's ashley bun mod screw any of
this up? that mod requires changes to the mesh in PCConsoleTOC.bin? -
in addition to a tpf...

If I remember correctly, church's mod involves sharing pcc files rather than using a *.mod. This means that if you install my mod and then copy across her(?) files you'll lose any changes that have been made to those files. I don't know which files are being overwritten so I can't say what in particular you'd lose. So if you want them to work together you can do one of 2 things:
1. Use church's mod and then install this mod.
2. Turn church's mod into an actual *.mod file.
The first option is the easiest and probably best.  It would require any more steps than usual. With the second option you'd get the same result, but lose compatibility with the Switcher for any textures that are stored in those files. The TOC.bin file doesn't matter since it gets automatically fixed upon installation of my mod, or of a *.mod file.

As for the ETA for the next patch, to quote CD Projekt RED: When it's ready... ;)

....but probably in the next couple of days.

Jezehbell wrote...
Okay, so I have to download the lastest version, right ?

Right. But the latest working version, i.e. the one with the bug fixes you want, is not the one from sourceforge. Those are full releases. When we make incremental updates we use a system called SVN. It's how we share the source code from one developer to another. If you want those particular bug fixes, or just want the absolute latest version of the program, you need to use the SVN. WV's written a good guide on how to get it working here.

#325
Jezehbell

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Thank you, I can modd ME2 now.